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- shader:
- FRAG
- DCL IN[0].xy, GENERIC[9], PERSPECTIVE
- DCL OUT[0], COLOR
- DCL SAMP[0]
- DCL SVIEW[0], 2D, SINT
- DCL CONST[0..3]
- DCL TEMP[0], LOCAL
- 0: MOV TEMP[0].xy, IN[0].xyyy
- 1: TEX TEMP[0], TEMP[0], SAMP[0], 2D
- 2: I2F TEMP[0], TEMP[0]
- 3: MAD TEMP[0], TEMP[0], CONST[0], CONST[1]
- 4: MAD TEMP[0], TEMP[0], CONST[2], CONST[3]
- 5: MOV OUT[0], TEMP[0]
- 6: END
- Current output:
- GLSL:
- #version 140
- #extension GL_ARB_shader_bit_encoding : require
- smooth in vec4 vso_g9;
- out vec4 fsout_c0;
- vec4 temp0[1];
- uniform uvec4 fsconst0[4];
- uniform isampler2D fssamp0;
- void main(void)
- {
- temp0[0].xy = vec2(((vso_g9.xyyy).xy));
- temp0[0] = vec4(intBitsToFloat(texture(fssamp0, temp0[0] .xy)));
- temp0[0] = vec4(ivec4(floatBitsToInt(temp0[0])));
- temp0[0] = vec4(( temp0[0] * uintBitsToFloat(fsconst0[0]) + uintBitsToFloat(fsconst0[1])));
- temp0[0] = vec4(( temp0[0] * uintBitsToFloat(fsconst0[2]) + uintBitsToFloat(fsconst0[3])));
- fsout_c0 = vec4(( temp0[0] ));
- }
- Possible GLSL:
- GLSL:
- #version 140
- #extension GL_ARB_shader_bit_encoding : require
- smooth in vec4 vso_g9;
- out vec4 fsout_c0;
- vec4 temp0_0;
- ivec4 temp0_1;
- uniform uvec4 fsconst0[4];
- uniform isampler2D fssamp0;
- void main(void)
- {
- temp0_0 = vec2(((vso_g9.xyyy).xy));
- temp0_1 = texture(fssamp0, temp0[0] .xy);
- temp0_0 = vec4(temp0_1);
- temp0_0 = vec4(( temp0_0 * uintBitsToFloat(fsconst0[0]) + uintBitsToFloat(fsconst0[1])));
- temp0_0 = vec4(( temp0_0 * uintBitsToFloat(fsconst0[2]) + uintBitsToFloat(fsconst0[3])));
- fsout_c0 = vec4(( temp0_0 ));
- }
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